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@@ -1144,7 +1144,7 @@ static void DrawTile_TunnelBridge(TileIn
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if (HasBit(rts, ROADTYPE_TRAM)) {
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uint offset = tunnelbridge_direction;
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uint z = ti->z;
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int z = ti->z;
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if (ti->tileh != SLOPE_FLAT) {
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offset = (offset + 1) & 1;
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z += TILE_HEIGHT;
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@@ -1278,7 +1278,7 @@ void DrawBridgeMiddle(const TileInfo *ti
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int x = ti->x;
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int y = ti->y;
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uint bridge_z = GetBridgePixelHeight(rampsouth);
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uint z = bridge_z - BRIDGE_Z_START;
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int z = bridge_z - BRIDGE_Z_START;
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/* Add a bounding box that separates the bridge from things below it. */
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AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
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@@ -1457,7 +1457,7 @@ static void TileLoop_TunnelBridge(TileIn
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/* As long as we do not have a snow density, we want to use the density
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* from the entry endge. For tunnels this is the lowest point for bridges the highest point.
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* (Independent of foundations) */
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uint z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
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int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
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if (snow_or_desert != (z > GetSnowLine())) {
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SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
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MarkTileDirtyByTile(tile);
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